Thursday, February 3, 2011

Triumphant return of group actions

Hey all,

Thinking back to changes since my first draft of Escape From Illeria (which was at the time called “Game X”), I have had three major rules which I came to realize were a bad idea, and proceeded to drop. The first was meditation (in which each character can only be awake in one world at a time, and must spend the rest of the time meditating), the second was group orders (in which several characters could be given the same action, and thus players could get extra actions each turn by having everyone do the same thing), and most recently, disobeying orders (in which characters could change their orders mid-term). However, after lots of developing, I brought meditation back, but in a much different form. Now, characters can be awake in both worlds, but characters can choose to meditate to draw upon new powers. Well, group orders might be making such a come-back as well.

I was talking to my head muse, Mike, recently. I can’t remember how it came up, but he gave a suggestion that perhaps generals could specialize in actions. Then, when it is a general’s turn to act, instead of acting, he may have two other characters perform that action. So, for example, let’s say my general’s main action is “Archery.” Let’s say it is her turn. Instead of moving, using a special power, or making an archery attack herself, she could order two nearby characters to make an archery attack. This would in a way encourage coordinated parties. However, I think this will avoid my previous problem with group orders becoming too powerful (since these will be harder to use, and you will only be able to get 1 extra action out of it).

This actually might have a major added benefit: with all of the recent changes to leadership, I kind of nerfed the role of the general. At this point, being a general by itself gives no special powers (besides an extra ability), and makes you a liability (since killing the general hurts your party). This will give the general a reason to be in the fight. Additionally, it hit me that now there is more of a reason to have second-in-commands. Previously, all that they did was take over if the general died. I was never really sure if they were worth buying. Now, the second in command could command group actions as well. Maybe anyways, this one actually might lead down the road of being overpowered again. I’ll need to try it out, and see how it works.

I wonder if this means that some day I’ll end up bringing back intelligence tests and disobeying orders...


"A man is what he thinks about all day long." - Emerson

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